#version 450 core

layout(location = 0) in vec3 positionOS;

layout(std140, binding = 0) uniform PerDraw
{
    mat4 modelMatrix;
    mat4 viewMatrix;
    mat4 projMatrix;
    vec3 cameraPos;
} perDraw;

void main()
{
    // 将顶点外扩一点
    vec3 newPosition = positionOS * 1.1;
    gl_Position = perDraw.projMatrix * perDraw.viewMatrix * perDraw.modelMatrix * vec4(newPosition, 1.0);
}
